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World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

Frankfurt production 10


adam1168
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is this factory in action because theirs just been a payload on it and on the check it says no in production but stands undamaged ,is this correct please for this map?

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Production 10 is not active yet . It's for when the Wellington joins the game and all 9 new Axis factories will get enabled (10 - 18).

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alright bud thank you, good too see it on the map ready, means it may be here soon !

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On 10/28/2022 at 2:40 PM, TR6AL said:

Production 10 is not active yet . It's for when the Wellington joins the game and all 9 new Axis factories will get enabled (10 - 18).

I'm a curious man. I've looked up all new Axis factories, so here's what I've discovered:

Current Axis factories:

Essen: #1, #2, #5, #6
Dusseldorf: #3, #4
Koln: #7, #8
Frankfurt: #9

New Axis factories:

Frankfurt: #10 
Limburg: #11, #12
Zwolle: #13, #14
Hoogeveen: #15, #16
Meppel: #17
Harlingen: #18

And I've looked up where those new Axis factories are.

Harlingen-Zwole area:

AZJGIsk.png

Limburg-Frankfurt area:

ADaQQfF.png

Now I have a couple of questions.

1) if we get new towns in the Wellington update, does that mean we will keep the current Axis factories (Essen, Dusseldorf, Koln and Frankfurt) as well as the new Axis factories, which are: Limburg, Zwolle, Hoogeveen, Meppel and Harlingen? Or the current Axis factories will be disabled, and the new Axis factories will be enabled?

2) As you can see the screenshots above here, will we get new non-factory towns in the gap? Will they all be in Wellington update or are they going to be added from time to time after the Wellington update?

3) How do we win as Allied? Get all German factories, or get a half of them? How will this work with 18 German factories? Just curious.

4) Does that also mean Allied will get new factories? 

This looks exciting! 

@TR6AL

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Good morning @soldierkj

 Good questions .. To start the new Axis factories will add onto the existing ones to balance out the number of factory totals for each side . 

  The distance and location where chosen to match the distance (at start of map) the Axis have to fly to the UK .

  The gaps will get filled in as time goes on as it is very labour intensive .I will also be adding towns for all countries and not just Axis . 

  The new factories are meant to change and extend game play if and when map moves East .. As far as I know it is still all factories or a percentage of towns taken to decide which side wins.

  The Allies will not be getting any new factories (just yet) as this is more of a balance measure . Can't say much more than that ATM .

Hope this helps .   

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im not sure frankfurt prod 9 is working towards rdp atm, let 8 off, 21% damage,but no damage shown to the axis rdp 

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2 minutes ago, adam1168 said:

im not sure frankfurt prod 9 is working towards rdp atm, let 8 off, 21% damage,but no damage shown to the axis rdp 

please disregard, it has shown up 

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Another question, will some of the French factories move farther west as some of the bigger towns there go in? It would make that area of the map relevant if so.

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@derfflingr  Most likely but will have to wait until the new factories and the Wellington get settled in to see what is most appropriate.

I would also like to move some of the UK factories around a bit to spread them out as well as make it more interesting.   

 

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Thanks for the answer, I didn't expect it too be a quick add/move. But to me, it's something that should happen at some point so that area sees some usage.

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58 minutes ago, TR6AL said:

The more interesting things I can add or change the better .

How about local roads and farm lanes, combined with much greater vehicle drag factors offroad?

_road3_zps17445dba.gif _road4_zps32de9f76.gif _river2_zps957f7d93.gif _river1_zps5cf748bd.gif

 

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I am working on figuring out the drag factor in terrain textures and my first kick at the cat is this last update where the roads have more traction while the grass is slipperier. I will progress from here and see about getting the off-road to have more drag. 

WRT to tiles I have a couple in the works but trying to get other things out of the way first. Problem is I have to create new tiles and then place individually or existing buildings will end up on roads and farm lanes , which means I get a blast of .bugs

Slow process but I hope to get something done..  

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21 hours ago, TR6AL said:

I am working on figuring out the drag factor in terrain textures and my first kick at the cat is this last update where the roads have more traction while the grass is slipperier. I will progress from here and see about getting the off-road to have more drag. 

WRT to tiles I have a couple in the works but trying to get other things out of the way first. Problem is I have to create new tiles and then place individually or existing buildings will end up on roads and farm lanes , which means I get a blast of .bugs

Slow process but I hope to get something done..  

In the process of changing the drag factor please don't slow the trucks down, driving them any distance is a slow boring process that not many people do, slow them down more and people simply won't bother, this is a game first and foremost and it relies heavily on trucks to create gameplay for almost everyone. 

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Trucks should and did use roads while in game most players drive their trucks everywhere , regardless of the terrain as there are no natural obstacles.

Forests that normally would restrict all vehicles including tanks are just open hi-ways in game .   

Any changes to travel will be subtle but driving on roads should be faster than cross country . Same with traction . Roads should have more grip than grass .

   

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1 hour ago, TR6AL said:

Trucks should and did use roads while in game most players drive their trucks everywhere , regardless of the terrain as there are no natural obstacles.

Forests that normally would restrict all vehicles including tanks are just open hi-ways in game .   

Any changes to travel will be subtle but driving on roads should be faster than cross country . Same with traction . Roads should have more grip than grass .

   

Roads are already faster than off road in the game, I honestly don't think it needs changing but that's just me. 

If you start restricting trucks to roads (even if that's an indirect result of making them slower off-road) then you make them sitting ducks, anyone can sit watching a road or fly along a road killing all the trucks. No FMS's means no gameplay for most people. 

I hate sounding negative because you are doing a fantastic job with the terrain stuff TR6AL and it is very much appreciated 

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Thanks @warsprite
 I am only making subtle changes . Grass had more traction than roads so I reversed the setting . That's it atm . 
Restricting is not what I want but more players using roads as opposed to fields . Again .. subtle changes. 

 

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Definitely it's true that transport creates gameplay. But having the game so centrally dependent on wheeled vehicles traveling at high speed off-road is dramatically inconsistent with CRS's efforts to position the game as depicting realistic combat.

Moving in the realism directon, while of course being sure not to break gameplay, will strengthen the game's marketing argument.

A part of the pitch is to add more roads...local streets and farm lanes. And, make them connect for long distances. So, wheeled vehicles would be able to deliver infantry close to almost anywhere. But, to go at greater road speeds, they'd have to be on a road.

_road3_zps17445dba.gif _road4_zps32de9f76.gif _river2_zps957f7d93.gif _river1_zps5cf748bd.gif

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1 hour ago, jwilly said:

Definitely it's true that transport creates gameplay. But having the game so centrally dependent on wheeled vehicles traveling at high speed off-road is dramatically inconsistent with CRS's efforts to position the game as depicting realistic combat.

Moving in the realism directon, while of course being sure not to break gameplay, will strengthen the game's marketing argument.

A part of the pitch is to add more roads...local streets and farm lanes. And, make them connect for long distances. So, wheeled vehicles would be able to deliver infantry close to almost anywhere. But, to go at greater road speeds, they'd have to be on a road.

_road3_zps17445dba.gif _road4_zps32de9f76.gif _river2_zps957f7d93.gif _river1_zps5cf748bd.gif

I think the 'realistic combat' argument for this game sailed about 15 years ago lol

Play Arma3 or something like that and then come back here and tell me how realistic this feels. 

More roads would be good though 

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